xTimPugz
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It does not work, I did not find any method regarding this, 1.7.10 is not supported by this either it seems.. But let me pose another question, how is the armor attached to the ModelBiped? To what piece? Thank you
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Ah okay, thank you! I'll update you guys.
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It has nothing to do with armor, as it's not my armor The issue is with the mob (Sauron in this case) having the Morgul armor on his body too low, because the model has been made larger. I basically try to make the armor expand too so it perfectly fits.
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Hello everyone Could anyone tell me his to do this, setting the armor location? I tried setting the bipedHeadwear as child of Head (of my custom model) but that's not working. For anyone intrested, I'm currently adding Sauron to the game It will be very nice if I get the armor working.. Speaking about the armor, the helmet is a techne modelled one from another mod, but the other 3 pieces aren't. Thanks!
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[3/4 SOLVED]Best TickEvent to add PotionEffect through IMessage
xTimPugz replied to xTimPugz's topic in Modder Support
Hmh. I'll see if I can find a way to get these particles removed when using the normal Potion, perhaps that will work. -
[3/4 SOLVED]Best TickEvent to add PotionEffect through IMessage
xTimPugz replied to xTimPugz's topic in Modder Support
I made some sort of effect system to add multiple effects with commands and such, but basically the invisibility effect is just calling the player.setInvisible(true); method, to prevent particles. -
[3/4 SOLVED]Best TickEvent to add PotionEffect through IMessage
xTimPugz replied to xTimPugz's topic in Modder Support
Thank you guys it's fixed now. I did a check if it was calling from Server Side. One thing though, invisibility tends to flash suddenly... Any idea why? -
[3/4 SOLVED]Best TickEvent to add PotionEffect through IMessage
xTimPugz replied to xTimPugz's topic in Modder Support
Pardon that "!". I just added that in the code and forgot to remove it. (with the reversed boolean it crashed, for anyone wondering! ) Ah I see now. So I can basically just add the PotionEffects in the PlayerTick event directly? Thanks! -
[3/4 SOLVED]Best TickEvent to add PotionEffect through IMessage
xTimPugz replied to xTimPugz's topic in Modder Support
I see where we are going to. This concept had me confused for a while now. I thought, that for security the potion effect must be added by the server? (And it does send to the server, check the registration of the IMessage and its handler). Thanks -
[3/4 SOLVED]Best TickEvent to add PotionEffect through IMessage
xTimPugz replied to xTimPugz's topic in Modder Support
Current Tickhandler: MessageHandler and Registry of the message -
Hello Thank you I'll leave this question open in case someone has another response to add. Regards
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Alright, thank you for the help. One last question, do you if a Packet Handler is needed for this?
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Yes, 1.7.10. It's really unsuported, I know. But no other option exists as the mod I cooperate with only exists for 1.7.10 and I'd really like to add some sweet content to the game!
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Hello Like the title says, the inventory contents are not being saved after a relog. I use an unsupported version of Forge, though. If this system has changed during the update after 1.7.10 feel and no one knows the answer, free to delete this thread. (If the answer has been given please do not delete this, as it might help others out) Basically I have made a Container and GuiScreen which are opened by a keypress. It's all opening and such, and everything kind of works except for the fact that my inventory is not saving itself after a reload. I probably messed up somewhere. Here is the code... IExtendedEntityProperty: IInventory I also use a PacketHandler, yet I do not really know why I have to use it... In case anyone is wondering; this will be custom EntityPlayer inventory, used to store rings And yes, I do know I'm still using the examplemod package and such. This is my playground project. I did my best formatting this post, please be gentle! Thank you and sorry for the long thread. EDIT: I fixed it, basically when getting an instance of an NBTTagList you can use a cast from NBTBase to NBTTagList. First I tried it with compound.getTagList("ringInventory", but that did NOT work for whatever reason. If you know why it did not work, please comment and I will add it to the answer.